Re: Re: I voted for 10-12
I have played very low level games: we played a "make a 3rd level character, you earn no experience" game so we could do a "small fish in a big sea" style game.
I have played high level games: In a GURPS game, we played a game based on the song "Veteran of a Thousand Psychic Wars" -- it topped out at over 50,000 points (consider an average person is 25 points).
In a 1/e AD&D game, I once played a character names Orin "Silnt" James -- 50th level Thief, 26th level Ranger, 19th level Illusionist.
I have played (and ran) everything in the middle too...
But to me, the sweet spot is that 5th-8th level, (in GURPS, it is that 150-200 point range) when you are in no danger of death when you fall from your horse, yet a group of city-guardsman might give you a run for your money... you are tough, but vulnerable, without having to call on Zues or the Kraken/Tiamat/Terasque to make your knees shake a bit.
That to me, is the sweet spot.
Either that, or some of these people have been seen bashing "munchkins" (in this case, people that play above 10th level) before and they don't want to be seen supporting high level play. Who knows.
This is where things got heated above... I'll leave it alone.
I speak as a DM and as a player -- I really love that period from 5th to 8th level. It is the most fun period in Role Playing (in my opinion).
As far as experience goes...
If you think characters advance too quickly... try this:
Figure the experience as normal. When divinding it out between the players, however, rather than dividing by the number of characters involved, divide by the number of characters + average level.
Thus, for example, suppose your party is made up of a party of 4. They are levels 4, 5, 5, and 6 -- average party level 5. The total experience, according to the charts, for this encounter, is 3000 points. Normally, you would divide this up as
[ 3000 / 4 ] = 750
750 XP each. However, using this varient XP system, you give out :
[ 3000 / (4 + 5) ] = 333
333 XP each. As you advance in levels, the division gets harsher, so advancement slows down. For example, suppose a group of 4 adventurers at an average level of 10 were to have an encounter that called for 3000 XP. Normally, they would get:
[ 3000 / 4 ] = 750
750 XP each (just as before; granted the challenge was tougher, as the 3000 XP would require at an averagfe of 10th level). But in this variation, the XP divied out to each character is only:
[ 3000 / (4 + 10) ] = 214
214 XP each. This will not cause the costs in XP for high level spells and such to become out of balance, nor will it halt the advancement... but advancement at all levels becomes more tempered.